Unreal Engine 5.3 - Building A Traversal Parkour System - Printable Version +- Softwarez.Info - Software's World! (https://softwarez.info) +-- Forum: Library Zone (https://softwarez.info/Forum-Library-Zone) +--- Forum: Video Tutorials (https://softwarez.info/Forum-Video-Tutorials) +--- Thread: Unreal Engine 5.3 - Building A Traversal Parkour System (/Thread-Unreal-Engine-5-3-Building-A-Traversal-Parkour-System--521861) |
Unreal Engine 5.3 - Building A Traversal Parkour System - AD-TEAM - 08-25-2024 Unreal Engine 5.3 - Building A Traversal Parkour System Published 1/2024 MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz Language: English | Size: 13.45 GB | Duration: 11h 46m Beginner Friendly Course to Learn and Develop a Traversal Parkour system for Third Person and Lyra
[b]What you'll learn[/b] Learn how to effectively use the different Tracing Techniques in Unreal Engine (Sphere, Line, Capsule, Box) to understand the Environment and make decisions. Understand the Vector Maths behind Complex Traversal Systems like Parkour in the most simplest way possible in a Beginner Friendly way. Get a good Foundation in Unreal Engine Basics used in this Course before Starting the Actual Traversal Parkour Component with a Workshop of Simpler examples Using the Free Animations from Mixamo, Adding the Root Bone and Retarget them for Unreal Engine 5. Several Usecases to demonstrate the process. Learn Inverse Kinematics (IK) techniques to dynamically modify the animations during the gameplay to interact with the Environment. How to use Motion Warping to use the Root Motion in the Animations to dynamically move the character during the Animation. Animation Montages and Anim Notifies. Using Gameplay Tags to Manage States, Types and Actions. Using DataAssets to effectively simplify Configuration. How to design Helper Functions to organize the Project. Learn how to integrate the Traversal Component in Lyra Sample Game. [b]Requirements[/b] Basic Knowledge in Unreal Engine and Blueprints Unreal Engine 5.3 pre installed Good Gaming PC capable of running Unreal Engine 5.2. Please check the Minimum PC Specifications for Unreal Engine Readiness to explore further, do Hands-on and Research on the topic [b]Description[/b] In this Course, you will learn the concepts to build a Traversal Parkour System which includes Climb, Hop, Mantle and Vault. The base concepts behind most of the Traversal Actions remains the same. So Learning the basics will help you get ready to further explore and build advanced systems.This Course is a Simplified version of the Traversal System which can be easily understood by Beginners. The Unreal engine concepts covered in this course is not only applied for Traversal System. It can be used in a lot of scenarios in Game development. This course will be regularly updated with more use cases in the future.We will use only free animations from Mixamo through out this course. Motion Warping and Inverse Kinematics or IK will be used to build the Parkour abilities. This course is designed for Unreal Engine Developers at any level. Blueprints are used through-out this course. We start with a beginner's section covering the Unreal Engine Concepts used in this course followed by the Implementation of Traversal Parkour System.The Goal of this Course is to Cover the fundamentals of building a Traversal Parkour System using Unreal Engine. Please understand this is not a Product which can be readily used in games. But, consider this as a Workshop to learn Unreal Engine with a Practical Example of Building a Traversal Parkour System. Once, you understand the concepts covered and build your foundations strong, You will be in a position to develop solid products and frameworks covering all the needs of your Next Generation Games. There is an Additional Section for Developers interested to try the Traversal System in Lyra. Overview Section 1: Introduction Lecture 1 Course Introduction Lecture 2 Course Project Section 2: Unreal Engine Basics Workshop Lecture 3 Third Person Template Lecture 4 Create a Cube Reference Actor Lecture 5 Initialize Cube Reference Actor Lecture 6 Vector Movement Lecture 7 Vector Movement Helper Functions Lecture 8 Vector Movement Helper Functions (Continued) Lecture 9 Vector Movement Helper Functions (Continued) Lecture 10 Actor Rotation Lecture 11 Draw Debug Helper Function Lecture 12 Vector Movement (Continued) Lecture 13 SphereTraceByChannel Lecture 14 LineTraceByChannel Lecture 15 CapsuleTraceByChannel Lecture 16 BoxTraceByChannel Lecture 17 Reversing the Normal for Wall Rotation Section 3: Animations Lecture 18 Download Animations from Mixamo Lecture 19 Adding the Root Bone to the Animations Lecture 20 Mixamo IKRig Creation Lecture 21 Mixamo to Unreal Engine 5 Retargeting Lecture 22 Animation Rootmotion Settings Lecture 23 Baking Details to Animations using Sequencer Section 4: Unreal Engine Basics Workshop (Continued) Lecture 24 Motion Warping Lecture 25 InverseKinematics Section 5: Traversal System Component Development Lecture 26 Third Person Project Creation Lecture 27 Gameplay Tags Lecture 28 Animation Blueprint Setup Lecture 29 Component Initialization Lecture 30 Set Traversal State Lecture 31 Climb Style and Climb Direction Lecture 32 Helper Functions Lecture 33 Detect Wall Theory Lecture 34 Detect Wall Function Lecture 35 Grid Scan Theory Lecture 36 Grid Scan - Line Hit Traces Lecture 37 Grid Scan - Wall Hit Traces Lecture 38 Grid Scan - Wall Hit Result Lecture 39 Grid Scan - Wall Top Result Lecture 40 Grid Scan - Wall Depth Result Lecture 41 Grid Scan - Wall Vault Result Lecture 42 Measure Wall Lecture 43 Decide Traversal Type Lecture 44 Validate Character In Land Lecture 45 Migrating Animations to Traversal System Project Lecture 46 Animation Montage Jump to Climb Lecture 47 Animation Montage and Data Assets Lecture 48 Set Traversal Action Lecture 49 Climb Action and Climb Style Lecture 50 Control Rig Changes Lecture 51 Climb State Machine Lecture 52 Add Movement Input Lecture 53 Climb Movement Lecture 54 Climb Movement (Continued) Lecture 55 Climb Movement (Continued) Lecture 56 Climb Movement (Continued) Lecture 57 Climb Movement (Continued) Lecture 58 Climb Movement (Continued) Lecture 59 ABP Functions (Location and Rotation) Lecture 60 ABP Hand IK Lecture 61 Anim Notify Hand IK Lecture 62 Anim Notify Hand IK (Continued) Lecture 63 Update Hand IK Lecture 64 ABP Leg IK Lecture 65 Anim Notify Leg IK Lecture 66 Anim Notify Leg IK(Continued) Lecture 67 Update Leg IK Lecture 68 Character Drop Lecture 69 Animation Montage Falling Climb Lecture 70 Traversal Action Falling Climb Lecture 71 Get Controller Direction Lecture 72 Validate Mantle Surface Lecture 73 Animation Montage ClimbUp Lecture 74 Traversal Action ClimbUp Lecture 75 Camera Adjustments Lecture 76 Horizontal and Vertical Hop Distance Lecture 77 Select Hop Action Lecture 78 Adjust Scan Location Lecture 79 Find Hop Location Lecture 80 Animation Montage Hop - Braced HopDown & HopUp Lecture 81 Animation Montage Hop - Braced HopLeft & HopRight Lecture 82 Animation Montage Hop - FreeHang Hop Lecture 83 Traversal Action Hop Lecture 84 Animation Montage Mantle Lecture 85 Traversal Action Mantle Lecture 86 Animation Montage Vault Lecture 87 Traversal Action Vault Lecture 88 Fix - Climb Surface Validation Lecture 89 Fix - Anim Notify Changes for HandIK during Freehang Hop Section 6: Lyra Integration ( Experimental) Lecture 90 Lyra Project Creation Lecture 91 Drop Weapon Ability Lecture 92 Validate Animations - Add Gameplay Tags Lecture 93 Setup Animation Blueprint Lecture 94 Anim Graph Changes Lecture 95 Character Class Changes Lecture 96 Traversal State Changes Lecture 97 Camera Changes Lecture 98 Tag Relationship Mapping - Restrict Gameplay Abilities Lecture 99 Unload Weapon during Climb Beginner or Intermediate Unreal Engine Game Developers interested in exploring new areas,Unreal Engine Game Developers looking to apply the Blueprint features to build innovative Systems.,Absolute Beginners in Unreal Engine ready to Research and do Hands-on to learn new approaches to speed up their Knowledge gathering process.,Unreal Engine Developers who wants to build their own Components and Products for Video game Development |